/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharing/Public/AnimationSharingManager.h
Structure which holds data about a currently running on-demand state animation instance
struct FOnDemandInstance
TArray< uint32 ...
ActorIndices
Indices of actors who are set up as followers to the skeletal mesh component running the animation
bool
bActive
Flag whether or not instance is active
bool
bBlendActive
uint32
BlendToPermutationIndex
Permutation index that we are blending to before the end of the animation
bool
bReturnToPreviousState
Flag whether or not the component should be 'returned' to the state they were in before the on-demand animation
float
EndTime
World time in seconds at which the animation has finished playing (calculated at start of blend world time + animation sequence length)
uint8
ForwardState
State value which the components should be set to when the on-demand animation has finished playing (used when !bReturnToPreviousState)
float
StartBlendTime
Time at which this on demand instance should blend out into the 'next' state the actor is in
float
StartTime
Time at which this instance was started
uint8
State
State value which is active
uint32
UsedPerStateComponentIndex
Indexinto Components array for the current state data which is used for playing the animation